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Project Announcement: Crime Extensions SKSE

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Project Announcement: Crime Extensions SKSE
DESCRIPTION

Vanilla Mechanics:

Upon a witnessed crime:

  • The bounty is immediately added to the crime faction.

  • A hivemind-like crime response is set in the immediate area depending on specific game settings like iCrimeAlarmRecDistance and iCrimeAlarmLowRecDistance.

Modified Mechanics:

Upon a witnessed crime:

  • The first NPC witness will try to report the crime.

  • What counts as a successful report depends on the setting:

    • If NPCs have no crime faction set, there will be no report.

    • Indoors, NPCs will try to reach and go through any door linked to another cell.

    • Outdoors, NPCs will try to flee towards the nearest guard within a set radius.

    • In outdoor areas lacking guards (villages or the wilderness), NPCs will flee a large distance, to simulate the process of reporting to a guard the next town over.

      • Because of technical limitations (only cells immediately surrounding the player are loaded), it is impossible to make NPCs travel to unloaded actors; ie Whiterun guards from Riverwood.

  • When the crime is successfully reported, the bounty is officially registered, and any guards that were not direct witnesses will be alerted to your location. Congratulations, you're now a wanted person!

  • If the reporter is killed, the crimes that they were reporting are lost.

    • Committing more crimes will incur more reports. Nobody said this had to be easy ya know?

  • Committing multiple crimes while a report is ongoing:

    • If any existing reporter is a witness, they will add it to the list of crimes to report.

    • Otherwise a new reporter is created. This can go out of hand quickly.

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POSTEDJul 16, 2025
ARCHIVEDJun 10, 2026